InstancedAutoGeneratedSoundScene
0x00813980 · 271 bytes · __cdecl
_Z32InstancedAutoGeneratedSoundSceneP9CBaseFlexPKcP7CHandleI11CBaseEntityE
Decompiled
undefined (3 params)
/* InstancedAutoGeneratedSoundScene(CBaseFlex*, char const*, CHandle<CBaseEntity>*) */
longdouble InstancedAutoGeneratedSoundScene(CBaseFlex *param_1,char *param_2,CHandle *param_3)
{
CSceneEntity *pCVar1;
undefined4 uVar2;
CSceneEntity *this;
char *pcVar3;
CSceneEntity *pCVar4;
undefined4 *puVar5;
longdouble lVar6;
if (param_1 != (CBaseFlex *)0x0) {
this = (CSceneEntity *)
CBaseEntity::CreateNoSpawn
("instanced_scripted_scene",(Vector *)&vec3_origin,(QAngle *)&vec3_angle,
(CBaseEntity *)0x0);
pcVar3 = (char *)UTIL_VarArgs("AutoGenerated(%s)",param_2);
pCVar1 = this + 0x724;
V_strncpy((char *)pCVar1,pcVar3,0x80);
pCVar4 = (CSceneEntity *)0x0;
if ((pCVar1 != (CSceneEntity *)0x0) && (this[0x724] != (CSceneEntity)0x0)) {
pCVar4 = pCVar1;
}
*(CSceneEntity **)(this + 0x444) = pCVar4;
puVar5 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
uVar2 = *puVar5;
this[0x718] = (CSceneEntity)0x1;
*(undefined4 *)(this + 0x714) = uVar2;
CSceneEntity::GenerateSoundScene(this,param_1,param_2);
(**(code **)(*(int *)this + 100))(this);
(**(code **)(*(int *)this + 0x94))(this);
(**(code **)(*(int *)this + 0x354))(this);
if (param_3 != (CHandle *)0x0) {
puVar5 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
*(undefined4 *)param_3 = *puVar5;
}
/* WARNING: Could not recover jumptable at 0x00813a73. Too many branches */
/* WARNING: Treating indirect jump as call */
lVar6 = (longdouble)(**(code **)(*(int *)this + 0x3d4))();
return lVar6;
}
Warning("InstancedAutoGeneratedSoundScene: Expecting non-NULL pActor for sound %s\n",param_2);
return (longdouble)0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.